A Frontline/Rottenburg Themed map. After the control point is captured, sirens go off, and, well, if you translate "Luftangriff," you'll know what happens before anyone else- nevermind everyone's dead.

A koth map that more or less follows the Viaduct formula, but something special happens once a team caps. Designed for fast-paced action (like every koth map?) Luftangriff shouldn't be boring (that's the theory anyway).

Nah, that's not exactly what I said. I said the original idea used AirRaid as the base, but just because I got the inspiration while editing it. Then I just copied the logic over to this completely new map. So I guess it was my effort to make AirRaid, well, more of a Luftangriff.

From this distance, the LOD model makes certain faces apparently disappear. I think this has come up somewhere before, and it's a stock prop so nothing you can really do about it, but I couldn't think of a better place to bring it up.

Take cover because this update is incoming! Regardless, the planes now drop real bombs, so watch out!

Anyway, so now that I've actually changed the layout a bit for optimization, people's computers shouldn't explode, and if they do, then I can't help you anymore. Other than optimization, the other big change includes removing a flank route around the control point (there were too many flanks). I'll leave the rest for the changelog.

*Changelog*

Various changes for the sake of optimization.

Redesigned the doorways for the "pub" and the cobble arches.

Broke up sightlines as a result.

Changed the pub area as a result of said changes (might be more cramped now).

Removed the fountain and dumpster.

Optimized by using the skybox in more places.

Set a fade distance for many props.

Gameplay changes

Increased capture time to 18 seconds from 12.

Extended the capture zone to be flush with the bushes.

Closed off a flank route connecting the lower route to the upper building (probably temporary).

I guess I'm just now realizing this from seeing the overhead shots, but I'm not a fan of the mixed white-and-yellow helipad sign. I get that you're going with a split-between-team-colors deal like in Nucleus, but neither white nor yellow are team colors. If you used just one or the other everywhere, it wouldn't look out of place at all.

I guess I'm just now realizing this from seeing the overhead shots, but I'm not a fan of the mixed white-and-yellow helipad sign. I get that you're going with a split-between-team-colors deal like in Nucleus, but neither white nor yellow are team colors. If you used just one or the other everywhere, it wouldn't look out of place at all.

Click to expand...

When I first made it like that I put "temporary?" to see how people reacted, and I wasn't going to change it back until someone noticed. I'll change it back in the next version

No layout changes, but mainly small changes in preparation for beta. I'm fairly confident this will be the last alpha version, and any other changes will be put into the beta version. However, if a major change is required, I'll keep the map in alpha.

*Changelog*

Adjusted the spawn location of the bombs to be slightly higher up

Adjusted the timing of the red arrows.

Lowered the explosions' volume.

Slightly increase explosion radius.

Slightly lowered the sirens' volume.

Increased cap time to 32 seconds (from 28).

The planes arrive slighty sooner for a shorter air raid.

Increased respawn wave time to 7 seconds (from 6).

Made some light props nonsolid.

Added lights to some dark areas.

Clipped the props at mid.

Clipped off resupply sign.

Changed the mini wall on the bridges to a wood texture instead of wire.

I've already began detailing spawn, so this is a relatively small update to fix the cramped area around mid. Also, most of the framerate issues have been temporarily resolved. Turns out, the frontline wall lamp is very resource heavy for what appears to be no reason at all. Read the changelog for other changes.

*Changelog*

Experimenting with an altered mid.

Removed the roofs off of the side buildings (engies won't be safe in there anymore).

Long pathway connecting mid to the buildings is wider.

Changed arched bridges to flat ones, they were dumb and didn't fit the style of Rottenburg.

Removed player clip block off one of the market stands.

If a team hasn't capped the point after 60 seconds, an air raid is called anyway (there are some issues).

Just confirming that I am, in fact, going to beta. As a result, here are some screenshots of the detailed areas so far. Any feedback is welcome since this is the first time I've ever detailed anything.

Three things to note are that 1) the map is waayy too dark outside, 2) the posters in the spawn room have been resized already, and 3) I compiled without static prop polys or whatever it's called, so there are super dark props.

Red's mid building/pub (facing mid)
Same building but facing Red's spawn
Inside coming from mid
View of the bar
Angled view
Red's spawn
Right spawn out of bounds area
Left spawn out of bounds area
Spawnroom
Better view of lower area
Better view of table